public void Generate() { GameObject[] generatedEntities = new GameObject[(int)groupCount.value * (int)groupSize.value]; for (int i = 0; i < groupCount.value; ++i) { Vector3 groupPosition = Random.onUnitSphere; for (int j = 0; j < (int)groupSize.value; ++j) { generatedEntities[i * (int)groupSize.value + j] = EntityFactory.AddEntityInWorld(this, groupPosition + Random.insideUnitSphere / 10); } } foreach (GameObject entity in generatedEntities) { Vector3 normalizedPosition = entity.transform.position.normalized; entity.transform.position = simulation.GetGroundPositionWithElevation(normalizedPosition, .5f); } }
public bool AddEntityInWorld(string entityTypeName, float x, float y, float z) { return(EntityFactory.AddEntityInWorld(entityTypeName, x, y, z)); }
public bool AddEntityInWorld(string entityTypeName, Vector3 position) { return(EntityFactory.AddEntityInWorld(entityTypeName, position)); }